Ancestries (Reference)

Ancestry Feature 1 Feature 2
Clank Purposeful Design: Permanent +1 to a chosen Experience Efficient: Choose a long rest move on short rest
Drakona Scales: Mark Stress to mark 1 fewer HP on Severe damage Elemental Breath: d8 magic damage breath weapon (Very Close)
Dwarf Thick Skin: Mark 2 Stress instead of 1 HP on Minor damage Increased Fortitude: Spend 3 Hope to halve incoming physical damage
Elf Quick Reactions: Mark Stress to gain advantage on reaction rolls Celestial Trance: Choose an additional downtime move during rest
Faerie Luckbender: Spend 3 Hope to reroll Duality Dice (1/session) Wings: Fly; mark Stress for +2 Evasion against an attack
Faun Caprine Leap: Leap anywhere within Close range as normal movement Kick: Mark Stress on melee hit for 2d6 extra damage and knockback
Firbolg Charge: Mark Stress when closing to Melee for 1d12 damage to all Unshakable: Roll d6 when marking Stress; on 6, don't mark it
Fungril Fungril Network: Instinct Roll (12) to communicate with fungril at any distance Death Connection: Mark Stress to extract a memory from a corpse
Galapa Shell: Bonus to damage thresholds equal to Proficiency Retract: Mark Stress to retract; resist physical damage but can't move
Giant Endurance: Gain an additional Hit Point slot Reach: Melee range features treated as Very Close range
Goblin Surefooted: Ignore disadvantage on Agility Rolls Danger Sense: Mark Stress to force adversary attack reroll (1/rest)
Halfling Luckbringer: Everyone in party gains a Hope at session start Internal Compass: Reroll Hope Die results of 1
Human High Stamina: Gain an additional Stress slot Adaptability: Mark Stress to reroll a failed Experience roll
Infernis Fearless: Mark 2 Stress to turn Fear roll into Hope roll Dread Visage: Advantage on rolls to intimidate hostile creatures
Katari Feline Instincts: Spend 2 Hope to reroll Hope Die on Agility Roll Retracting Claws: Agility Roll to scratch; success inflicts Vulnerable
Orc Sturdy: Attacks against you have disadvantage at 1 HP remaining Tusks: Spend Hope on melee hit for extra 1d6 damage
Ribbet Amphibious: Breathe and move naturally underwater Long Tongue: Mark Stress to use tongue as d12 Close Finesse weapon
Simiah Natural Climber: Advantage on Agility Rolls for balancing and climbing Nimble: Permanent +1 bonus to Evasion